# Unity Collison Problem

 0 Hi, I'm making a simple physics puzzle game where you rotate the level clockwise and anti clockwise to navigate a ball to a target through a maze like puzzle. However the ball is not colliding correctly with the maze walls. The maze is made up of cubes that are stretched into shape. They are all a child of an empty game object placed in the centre of the level and they all rotate around that and that is how the ball moves. Sometimes the collisions are ok but then out of nowhere it just falls through. Each stretched cube has its own box collider. Has anybody any idea how to fix this? more ▼ asked Apr 24 '12 at 08:20 AM JamieOFlanagan 1 ● 2 ● 2 At least, you need a kinematic RigidBody for your parent object because the colliders are all moving (rotating in your case). Apr 24 '12 at 09:54 AM Kryptos I had also tried that using a cube as a back board. When I get home Il post a video and more details to show the problem. Apr 24 '12 at 11:10 AM JamieOFlanagan add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users

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 0 So I took a video on my phone, apologies for poor quality but you will see the problem.http://www.youtube.com/watch?v=h5fO2YXthg4&feature=youtu.beIn this version the blue backboard is the parent object and everything rotating with it is a child of that object. They are all verticle and gravity is being used for the ball to move.Any help would be great.Here is the code attached to the parent object ``````var speed : float; ``````function Update (){transform.rotation.eulerAngles += Vector3.back * Input.GetAxis("Horizontal") * speed;} more ▼ answered Apr 26 '12 at 06:45 PM JamieOFlanagan 1 ● 2 ● 2 add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users
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asked: Apr 24 '12 at 08:20 AM

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Last Updated: Apr 26 '12 at 06:45 PM